1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
|
module Render ( setup
, render
) where
import Paths_htanks
import Game
import MainLoop
import Level
import Player
import Tank
import Texture
import Model
import Control.Monad.State
import Data.Fixed
import Data.Maybe
import Data.Obj3D
import Data.Obj3D.GL
import Data.Ratio
import qualified Data.Map as M
import Bindings.GLPng
import Graphics.Rendering.OpenGL.GL (($=), GLfloat, GLdouble, Capability(..), Vector3(..))
import Graphics.Rendering.OpenGL.GL.BeginEnd (unsafeRenderPrimitive, PrimitiveMode(..))
import Graphics.Rendering.OpenGL.GL.CoordTrans (matrixMode, MatrixMode(..), viewport, Position(..), Size(..), loadIdentity, unsafePreservingMatrix, ortho, translate, rotate, scale)
import Graphics.Rendering.OpenGL.GL.Framebuffer (clear, ClearBuffer(..))
import Graphics.Rendering.OpenGL.GL.PerFragment (blend, blendFunc, BlendingFactor(..))
import Graphics.Rendering.OpenGL.GL.Texturing.Application (texture)
import Graphics.Rendering.OpenGL.GL.Texturing.Objects (textureBinding, TextureObject(..))
import Graphics.Rendering.OpenGL.GL.Texturing.Parameters (Repetition(..), Clamping(..), TextureFilter(..), MinificationFilter, MagnificationFilter)
import Graphics.Rendering.OpenGL.GL.Texturing.Specification (TextureTarget(..))
import Graphics.Rendering.OpenGL.GL.VertexArrays (clientState, ClientArrayType(..))
import Graphics.Rendering.OpenGL.GL.VertexSpec
import Foreign.ForeignPtr
import Foreign.Marshal.Array
texturePath :: Texture -> IO FilePath
texturePath t = getDataFileName $ path t
where
path TextureWood = "tex/Wood.png"
path TextureTank = "tex/Tank.png"
path TextureCannon = "tex/Cannon.png"
path TextureBullet = "tex/Bullet.png"
path TextureCrosshair = "tex/Crosshair.png"
getTexture :: Texture -> Main TextureObject
getTexture t = do
ts <- gets textures
let tobj = M.lookup t ts
if (isJust tobj)
then
return $ fromJust tobj
else do
path <- liftIO $ texturePath t
tex <- liftIO $ pngBind path BuildMipmap Alpha (Repeated, Repeat) (Linear', Just Linear') Linear' >>= return . TextureObject . fromIntegral . fst
modify $ \state -> state {textures = M.insert t tex ts}
return tex
modelPath :: Model -> IO FilePath
modelPath t = getDataFileName $ path t
where
path ModelTank = "model/tank.obj"
getModel :: Model -> Main InterleavedObj
getModel m = do
ms <- gets models
let mobj = M.lookup m ms
if (isJust mobj)
then
return $ fromJust mobj
else do
path <- liftIO $ modelPath m
objmod <- liftIO $ loadObjFile path
model <- case objmod of
Left error -> fail $ show error
Right obj -> liftIO $ makeInterleavedArrays obj
modify $ \state -> state {models = M.insert m model ms}
return model
setup :: Main ()
setup = do
liftIO $ do
blend $= Enabled
blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
-- cache textures & models
getTexture TextureWood
getTexture TextureTank
getTexture TextureCannon
getTexture TextureBullet
getTexture TextureCrosshair
getModel ModelTank
return ()
render :: Main ()
render = do
tanklist <- gets $ tanks . gameState
bulletlist <- gets $ bullets . gameState
playerlist <- gets players
textureWood <- getTexture TextureWood
textureTank <- getTexture TextureTank
textureCannon <- getTexture TextureCannon
textureBullet <- getTexture TextureBullet
textureCrosshair <- getTexture TextureCrosshair
modelTank <- getModel ModelTank
(lw, lh) <- gets (level . gameState) >>= \l -> return (fromIntegral . levelWidth $ l :: GLfloat, fromIntegral . levelHeight $ l :: GLfloat)
liftIO $ do
clear [ColorBuffer]
texture Texture2D $= Enabled
textureBinding Texture2D $= Just textureWood
unsafeRenderPrimitive Quads $ do
texCoord $ TexCoord2 (0 :: GLfloat) (0 :: GLfloat)
vertex $ Vertex2 0 lh
texCoord $ TexCoord2 (lw/2) 0
vertex $ Vertex2 lw lh
texCoord $ TexCoord2 (lw/2) (lh/2)
vertex $ Vertex2 lw 0
texCoord $ TexCoord2 0 (lh/2)
vertex $ Vertex2 (0 :: GLfloat) (0 :: GLfloat)
texture Texture2D $= Disabled
clientState VertexArray $= Enabled
clientState NormalArray $= Enabled
clientState TextureCoordArray $= Enabled
bindInterleavedArrays modelTank
forM_ tanklist $ \tank -> unsafePreservingMatrix $ do
let x = realToFrac . tankX $ tank
y = realToFrac . tankY $ tank
rotDir = realToFrac . tankDir $ tank
rotAim = realToFrac . tankAim $ tank
translate $ Vector3 x y (0 :: GLfloat)
scale 0.1 0.1 (0.1 :: GLfloat)
rotate rotDir $ Vector3 0 0 (1 :: GLfloat)
--textureBinding Texture2D $= Just textureTank
unsafePreservingMatrix $ do
rotate 90 $ Vector3 1 0 (0 :: GLfloat)
drawObject modelTank 1
{-unsafeRenderPrimitive Quads $ do
texCoord $ TexCoord2 (0 :: GLfloat) (0 :: GLfloat)
vertex $ Vertex2 (-0.5 :: GLfloat) (-0.5 :: GLfloat)
texCoord $ TexCoord2 (0 :: GLfloat) (1 :: GLfloat)
vertex $ Vertex2 (-0.5 :: GLfloat) (0.5 :: GLfloat)
texCoord $ TexCoord2 (1 :: GLfloat) (1 :: GLfloat)
vertex $ Vertex2 (0.5 :: GLfloat) (0.5 :: GLfloat)
texCoord $ TexCoord2 (1 :: GLfloat) (0 :: GLfloat)
vertex $ Vertex2 (0.5 :: GLfloat) (-0.5 :: GLfloat)-}
rotate (rotAim-rotDir) $ Vector3 0 0 (1 :: GLfloat)
--textureBinding Texture2D $= Just textureCannon
unsafePreservingMatrix $ do
rotate 90 $ Vector3 1 0 (0 :: GLfloat)
drawObject modelTank 0
{-unsafeRenderPrimitive Quads $ do
texCoord $ TexCoord2 (0 :: GLfloat) (0 :: GLfloat)
vertex $ Vertex2 (-0.5 :: GLfloat) (-0.5 :: GLfloat)
texCoord $ TexCoord2 (0 :: GLfloat) (1 :: GLfloat)
vertex $ Vertex2 (-0.5 :: GLfloat) (0.5 :: GLfloat)
texCoord $ TexCoord2 (1 :: GLfloat) (1 :: GLfloat)
vertex $ Vertex2 (0.5 :: GLfloat) (0.5 :: GLfloat)
texCoord $ TexCoord2 (1 :: GLfloat) (0 :: GLfloat)
vertex $ Vertex2 (0.5 :: GLfloat) (-0.5 :: GLfloat)-}
texture Texture2D $= Enabled
forM_ bulletlist $ \bullet -> unsafePreservingMatrix $ do
let x = realToFrac . bulletX $ bullet
y = realToFrac . bulletY $ bullet
rotDir = realToFrac . bulletDir $ bullet
translate $ Vector3 x y (0 :: GLfloat)
rotate rotDir $ Vector3 0 0 (1 :: GLfloat)
textureBinding Texture2D $= Just textureBullet
unsafeRenderPrimitive Quads $ do
texCoord $ TexCoord2 (0 :: GLfloat) (0 :: GLfloat)
vertex $ Vertex2 (-0.1 :: GLfloat) (-0.1 :: GLfloat)
texCoord $ TexCoord2 (0 :: GLfloat) (1 :: GLfloat)
vertex $ Vertex2 (-0.1 :: GLfloat) (0.1 :: GLfloat)
texCoord $ TexCoord2 (1 :: GLfloat) (1 :: GLfloat)
vertex $ Vertex2 (0.1 :: GLfloat) (0.1 :: GLfloat)
texCoord $ TexCoord2 (1 :: GLfloat) (0 :: GLfloat)
vertex $ Vertex2 (0.1 :: GLfloat) (-0.1 :: GLfloat)
textureBinding Texture2D $= Just textureCrosshair
forM_ playerlist renderPlayer
|